#pragma once
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include <vector>
#include "stdio.h"
#define MAX_STREAMOUTDBG_BUFFER 2000
using namespace std;
class D3DStreamOutDbg
{
public:
	D3DStreamOutDbg();
	ID3D11Device*						m_pDevice; 
	ID3D11DeviceContext*				m_pImmediateContext;

	ID3D11Buffer**						m_ppBuffers;
	vector<unsigned int>*			m_pBufferAddress;
	int											m_iCurrentIndex;
	void InitStreamOutDbg(ID3D11Device*  pDevice, ID3D11DeviceContext*		pImmediateContext);
	void DebugBuffer(ID3D11Buffer*    pBuffer);
	void DebugTexture(ID3D11Texture3D*    pTex);
};